Luck Deck (5E)

Rated 4.80 out of 5 based on 5 customer ratings
(5 customer reviews)


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This deck of simple cards adds a whole new dimension to your game, giving the players a new Luck variable that is very simple to keep track of and extremely fun to utilize! Simply put, if you roll a 20, you’ll have good fortune to cash in later. If you roll a 1… well… don’t roll a 1…

  • 26 good luck cards for use by the players and 26 bad luck┬ácards for use by the GM
  • Roll well and you’ll have an additional arsenal against your foes, roll poorly and bad fortune awaits you!

Additional information

Weight .25 lbs

5 reviews for Luck Deck (5E)

  1. Rated 4 out of 5


    The idea of this deck is to give your players an option to post pone their good luck or bad to cash in at a later time. It’s a really interesting way to give your game some added depth without adding in some complicated house rule. My suggested use is along side the critical hit/fail decks to allow the players a choice of taking something awesome now, or saving it until later. As always the design on these cards are unmatched.

  2. Rated 5 out of 5

    Anton Kritsun

    Cards are great quality and make the game more interesting and quicker than coming up with stuff on the spot.

  3. Rated 5 out of 5


    As with the other cards, these are made well and feel great. Having more options for players when they Crit is great.

  4. Rated 5 out of 5

    William Hart

    I just added the Luck cards into my game and my players love them. I reward them for when my players do something impressive or the other players think another player did something impressive. I use Inspiration as well in my game and this gives my players another carrot that they enjoy having.
    For the bad luck cards, I plan on using them when a player fails to give a good role playing description on a failed attack role. My players liked that idea as well.

  5. Rated 5 out of 5


    My players and I have been using this for a few sessions now, and we love the depth it adds to our adventure. We devised our own system of using it for non-combat rolls and checks. Roll a 20, get a blue card to be cashed in whenever you choose – but you can only have 1 at a time! Roll a 1, and the DM gets a red card to be used as a plot device, max = # of players.

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